Information
Designer
Artist
Publisher
Year Published
2011
# of Players
2 − 4
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Mfg Suggested Ages
8 and up
Playing Time
30 minutes
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Language Dependence
Moderate in-game text - needs crib sheet or paste ups
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Category
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Family
Primary Name
Global Warming
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ObjectID: 83468
Description Edit | History

Global Warming is a tactical, card-driven game in which players score "happiness points" by providing goods to the public. Cards played can be either national industries, consumer goods, green technologies, or events; played industries require the roll of dice to determine pollution output. Collect enough happiness points and you win.

But by producing these goods, you influence the earth's ecology. The player's individual influence, as well as the overall influence, is shown by a marker on a second track, and if these markers reach certain (moveable) points on the warming track, bad things happen to the ecology and the players. If the third warming point is reached, the game ends and the player with the lowest contribution to the overall warming wins.

Thus, the players are embedded in a quite true setting in which they have to balance production and sustainable actions. Who will manage to control his industrial production in a way that minimizes the environmental impact while nevertheless allowing him to meet consumer demand?

Global Warming is the fourth game in Mücke Spiele's "Edition Bohrtürme" series that uses the game pieces from Kosmos' Giganten in the context of a new game.

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More Information Edit | History

Target Group:
The game is aimed at both experienced players and casual gamers. The rules are not complex, but leave room for strategic decisions in the game.

Gameplay / Tension / Complexity:
At the beginning of the game the rapid occupation of the oil fields and the first production (i.e. playing black cards) is the focus of the players. The effects of these activities on the environment only find consideration when the first oil barrel (the first environmental damage) has been reached. At the latest on reaching the second oil barrel, it is important for the players to more accurately keep an eye on their contribution to pollution and sometimes even counter with green cards.

Accordingly the game tension increases linearly,with intermittent peaks when reaching the oil barrels (intermediate steps).

Game drive / Emotions / Psychology:
The theme is the only emotional part of Global Warming. Players are conscious of the problem and experience it in the game - the development of the past decades can also be understood in the game. Of course the players want to win the game, but by winning through the point global catastrophe muffles the joy - and ideally leads to thinking about it.

Core Elements / Mechanisms:
Global Warming is a card-driven game. The tactical playing of the cards is decisive (also with response to the actions of the other players). The need to secure the oil wells is significant though.

Strategy & Luck:
The random part lies certainly in the drawing of the cards, which define the possible actions of the players. However, since there is a fixed distribution of cards based it can be stated that luck only has a limited effect on the game.

Look and Feel:
The Edition Rigs is based on the recycling of excess parts from production, i.e. the topic of sustainability therefore also extends to the material. The game parts are appealing and functional.

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Global Warming
Nick: 
English/German first edition
Publisher: Mücke Spiele
Artist: Markus Bülow
Year: 2011
Product Code: G0012
Size:  
English, German
Release Date: Dec 2011
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Statistics
Board Game Rank: N/A
Num Ratings: 11
Average Rating: 5.95
Standard Deviation: 1.63
Num Views: 6938
GeekBuddy Analysis: Analyze
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Avg. Game Weight: 0.0
Fans: 4
Personal Comments: 4
Users Owning: 20
Users Wanting: 2
Users Trading: 2 [find trade matches]
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Total Plays: 9
Plays This Month: 0
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